sure, in the interests of greater happiness, though this is likely to bring some horrible coding 'techniques' to light.
in, say "main.html" which does setting timeout and initialising the graphics I declared a
tll = new TimelineLite({paused:true, onComplete:gameLogic});
and
someTweenArr = [];
then in "functions.js" I have a function which is setting up all of the tweens in advance to keep them out of the main cycle
function setUpTweens(){
...
var tweenNo126 = new TweenLite(tileImages[cur], ant6, {kinetic:{y:"+=" + threeTilelHeight}, ease:Elastic.easeOut, easeParams:[easeP1, easeP2]});
someTweenArr.push(tweenNo126)
....
}
In this case the tweens start running as soon as they're created.
The strange (well, it seemed a bit odd to me anyway, but it's been a long night...) solution was to add a bogus
var bogusTl = new TimelineLite({paused:true});
to the top of the function and after minting each new TweenLite
do a
bogusTl.add(tweenNo126);
So the whole function becomes
function setUpTweens(){
var bogusTl = new TimelineLite({paused:true});
var tweenNo126 = new TweenLite(tileImages[cur], ant6, {kinetic:{y:"+=" + threeTilelHeight}, ease:Elastic.easeOut, easeParams:[easeP1, easeP2]});
bogusTl.add(tweenNo126);
someTweenArr.push(tweenNo126);
}
It seems to me like the tweens look around for a timeline in their local scope and if they can't find one decide maybe they're on their own and free to start doing their thing.
But I didn't actually realise that tweens could be started in a paused state, so that might have saved me a lot of grief